# Checkerboard Node ## Description Generates a checkerboard of alternating colors between inputs **Color A** and **Color B** based on input **UV**. The checkerboard scale is defined by input **Frequency**. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | UV | Input | Vector 2 | UV | Input UV value | | Color A | Input | Color RGB | None | First checker color | | Color B | Input | Color RGB | None | Second checker color | | Frequency | Input | Vector 2 | None | Scale of checkerboard per axis | | Out | Output | Vector 2 | None | Output UV value | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_Checkerboard_float(float2 UV, float3 ColorA, float3 ColorB, float2 Frequency, out float3 Out) { UV = (UV.xy + 0.5) * Frequency; float4 derivatives = float4(ddx(UV), ddy(UV)); float2 duv_length = sqrt(float2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw))); float width = 1.0; float2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - width; float2 scale = 0.35 / duv_length.xy; float freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0)); float2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0); float alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter); Out = lerp(ColorA, ColorB, alpha.xxx); } ```